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Messages - Jon Shafer

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1
AtG - Bug Reports / Re: enemy settlement takeover crash
« on: March 06, 2019, 11:42:13 AM »
Is this still a problem with v1.0.1? If so please upload a save file and I'll take a look. :)

- Jon

2
AtG - General Discussion / v1.0.1
« on: February 22, 2019, 11:05:10 AM »
v1.0.1 is now live on the main branch in Steam and on Humble. Here is the full changelist relative to v1.0:



MAJOR BUGS FIXED


- Fix for most out-of-memory crashes.

- Fix for game not launching in Turkish.

- Fix for main menu title theme music not playing.

- Purchasing Food from the Caravan now provides a turn quantity based on current food consumption. This will make Food a much better value early compared with later in the game.

- Fixed bug where capturing a Structure would result in it having no Borders afterwards.

- Fixed crash that could randomly occur when starting a new game roughly 1 in 26 times caused by null character in map seed.

- Fixed bug where the Huns and Avars were unable to train Horse Archers.

- Possible fix for end turn button getting stuck down after alt-tabbing (or possibly clicking) out of the game. This would often show up as a huge increase in the amount of treasure a player had (and a greatly advanced number of turns).

- Fix for infinite Treasure exploit when the Caravan would have a Resource on special but none for sale, resulting in the sell price being higher than the buy price.

- Fixed bug where using the Fortify command to expand Borders wouldn't actually work if you gave your Settlement another order later in the turn. The effects of Fortifying are now instant.



MINOR BUGS FIXED

- Clans can no longer enter foreign Settlements or Cities.

- Possible and purchased upgrades now disappear after retraining a Clan.

- Can no longer train something and skip the Settlement's turn to generate free Treasure.

- Fixed bug where victory screen would appear every turn after winning the game.

- Added missing description text for Clan Moods.

- Must now be in debug mode for the delete key to work.

- Fixed minor text bugs.

- Fixed Instructor description (claimed it cost 20 Parchment to use, when it's actually 50).

- Fixed reference to 'EMPHASISed' in text string.



MISC

- Can now change display settings from the in-game options screen.

- Improved Logging Camp description.

- Tweaked link text colors to be more subtle.

3
AtG - Bug Reports / v1.0.1
« on: February 22, 2019, 11:05:01 AM »
v1.0.1 is now live on the main branch in Steam and on Humble. Here is the full changelist relative to v1.0:



MAJOR BUGS FIXED


- Fix for most out-of-memory crashes.

- Fix for game not launching in Turkish.

- Fix for main menu title theme music not playing.

- Purchasing Food from the Caravan now provides a turn quantity based on current food consumption. This will make Food a much better value early compared with later in the game.

- Fixed bug where capturing a Structure would result in it having no Borders afterwards.

- Fixed crash that could randomly occur when starting a new game roughly 1 in 26 times caused by null character in map seed.

- Fixed bug where the Huns and Avars were unable to train Horse Archers.

- Possible fix for end turn button getting stuck down after alt-tabbing (or possibly clicking) out of the game. This would often show up as a huge increase in the amount of treasure a player had (and a greatly advanced number of turns).

- Fix for infinite Treasure exploit when the Caravan would have a Resource on special but none for sale, resulting in the sell price being higher than the buy price.

- Fixed bug where using the Fortify command to expand Borders wouldn't actually work if you gave your Settlement another order later in the turn. The effects of Fortifying are now instant.



MINOR BUGS FIXED

- Clans can no longer enter foreign Settlements or Cities.

- Possible and purchased upgrades now disappear after retraining a Clan.

- Can no longer train something and skip the Settlement's turn to generate free Treasure.

- Fixed bug where victory screen would appear every turn after winning the game.

- Added missing description text for Clan Moods.

- Must now be in debug mode for the delete key to work.

- Fixed minor text bugs.

- Fixed Instructor description (claimed it cost 20 Parchment to use, when it's actually 50).

- Fixed reference to 'EMPHASISed' in text string.



MISC

- Can now change display settings from the in-game options screen.

- Improved Logging Camp description.

- Tweaked link text colors to be more subtle.

4
AtG - General Discussion / Re: Update Plan & Tasklist
« on: February 19, 2019, 10:16:48 AM »
I'll be posting here on the forums with a stickied thread if we do decide to add full localization support, so this is the best place to keep an eye on things.

- Jon

5
AtG - General Discussion / v1.0.0.3
« on: February 08, 2019, 05:50:03 PM »
EDIT: v.1.0.0.2 has been replaced with v1.0.0.3. The only difference between the two is another possible fix for game not launching on Turkish language OS.


v1.0.0.2 is now live in the 'unstable' branch. Most of what's planned for v1.0.1 is in this beta update, although not everything. Several of the bugs listed for v1.0.1 I haven't actually been able to reproduce, so either things are either actually working as designed or involve a rare edge case I need to investigate more. In any case I expect v1.0.1 to go up on February 22nd assuming no surprises pop up.

Here are the patch notes for v1.0.0.2:



MAJOR BUGS FIXED


- Purchasing Food from the Caravan now provides a turn quantity based on current food consumption. This will make Food a much better value early compared with later in the game.

- Fixed bug where capturing a Structure would result in it having no Borders afterwards.

- Fixed crash that could randomly occur when starting a new game roughly 1 in 26 times caused by null character in map seed.

- Fixed bug where the Huns and Avars were unable to train Horse Archers.

- Possible fix for end turn button getting stuck down after alt-tabbing (or possibly clicking) out of the game. This would often show up as a huge increase in the amount of treasure a player had (and a greatly advanced number of turns).



MINOR BUGS FIXED

- Clans can no longer enter foreign Settlements or Cities.

- Possible and purchased upgrades now disappear after retraining a Clan.

- Can no longer train something and skip the Settlement's turn to generate free Treasure.

- Fixed bug where victory screen would appear every turn after winning the game.

- Added missing description text for Clan Moods.

- Fixed reference to 'EMPHASISed' in text string.

- Must now be in debug mode for the delete key to work.


MISC

- Can now change display settings from the in-game options screen. These may still have some issues, so please report them in this thread if you notice anything strange or not working.


---------------------------------------


ORIGINAL POST


v1.0.0.1 is now available in the new 'unstable' branch on Steam. This isn't the full v1.0.1 outlined in the update plan but it includes a few preliminary important fixes that will be rolled out to the main branch once it's been tested a bit. It took longer than expected to get this first patch out since the two big fixes (the out of memory crash and crashing on launch in Turkish) were both much tougher than expected, and on top of this I had to completely rewrite the game's build and publishing script post-launch (the Mono version of the game needed some critical surgery right before the release and the process for uploading builds had to be mostly redone from scratch as a result).

On the plus side we've made a ton of progress on the memory issues, so crashes related to this should be much less common now. The executable location might be off for the Linux version unstable branch - if it doesn't launch just go back to the default branch and I'll have this fixed early next week. Once we've verified v1.0.0.1 is working for folks it'll be pushed to the default branch.

With this annoying stuff out of the way now updates should roll out much more smoothly going forward. The new target date for v1.0.1 is February 15 on the unstable branch and February 22 for full release.

- Jon

6
AtG - Bug Reports / Re: Update Plan & Tasklist
« on: January 25, 2019, 02:02:39 PM »
Also, I'm definitely paying attention to what's going on (and updating this list frequently) even if I'm not posting much here, just trying to be efficient with my time and focus on the game itself. If other community members can help those reporting bugs here that would be a huge help and allow me more time to improve things. :)

- Jon

7
AtG - Bug Reports / Re: Update Plan & Tasklist
« on: January 24, 2019, 05:57:34 PM »
Thank you Culthrasa!

- Jon

8
AtG - Bug Reports / Crash on launch with Turkish OS Language - FIXED
« on: January 24, 2019, 05:54:03 PM »
If the game is crashing for you and you're running a Turkish language OS please try uninstalling the game, deleting all files in the installation directory, and re-installing. If this doesn't work please post here and we'll dig into the issue further.

- Jon

9
AtG - Bug Reports / 'Out of Memory' Crash Info
« on: January 24, 2019, 05:53:36 PM »
This is something we're working on and should be improved in v1.01 as well as in future updates. It mostly happens when loading several games in a row, or quitting back to the main menu and starting a new game. Please post in this thread if you ever see it without having reloaded the game.

- Jon

10
AtG - General Discussion / Re: Congrats on Launch and Fixes Thread
« on: January 24, 2019, 01:43:32 PM »
Thank you all, and especially Satoru for that fixes thread! Definitely will make my life a lot easier these next few days/weeks. :)

- Jon

11
AtG - General Discussion / Update Plan
« on: January 24, 2019, 01:41:31 PM »
The purpose of this thread is to keep everyone up-to-date regarding plans for future work to be done on AtG. In this top post I'll keep an updated copy of my project tasklist so you can see the exact agenda I'm working from.

Note that the plan below can and is likely to change but I'll make sure to always post here when it does. Also, there will certainly be smaller incremental updates (e.g. v1.2.1) to fix bugs or make important-but-small additions. The bigger updates will take time, so I ask for your patience. With a small team and a complex game there's a fair bit of testing that needs to go into each release, and simply programming as fast as I can and immediately uploading things is a recipe for adding more bugs than I fix.

Speaking of which, you can find a work-in-progress version of the game with the latest changes by switching to the 'unstable' branch in Steam.

Here's what's on the agenda:


v1.1

The second major patch, mainly focused on fixing serious gameplay issues and improving basic UI and UX. Target date: Early April.


Improve Options Screen (e.g. display options)
Add ability to change how often autosaves are created
Game Setup Options/Difficulty Levels
Improve Caravan Screen
Add Clan Management Screen
Improve AI
Display an Army's supply needs
Improve Resource Production/Consumption Info
User Interface Scaling
Add tooltip to supply boxes on the map
Improve Text Colors
Notification when civilian unit captured.
Notification when unit suffers supply damage.
Right-clicking when besieging should besiege instead of attack.
Allow disabling of all conversion of specific resources (e.g. Cattle)
Allow clans inside structures to be punished
EXPLOIT: Livestock-to-caravan-and-back
BUG: Purchasing food from the caravan gives too much (immediately converted into turns)
BUG: Changing screen resolution doesn't work
BUG: Approach showing up as 'ERROR' in Diplomacy Screen
BUG: Clans can start feuding the same turn someone shows up
BUG: Clean up handling of clans sent to train as Roman Legions
BUG: Mismatch between the stated and actual move cost of streams
BUG: Can continue clicking 'next page' past the end of save files list
BUG: Diggers can't forage from special iron sources
BUG: Woodsmen trait slows down Explorers in forests
BUG: Strange behavior after finishing tech tree

BUG: Clan Trait conflicts:
  • Loyal + Aggressive
  • Loyal + Peddler
  • Curious + Rustic
  • Strong + Surveyors
  • Woodsmen + Explorer


v1.2

The third major patch, mainly focused on gameplay balance, the user interface, and AI. Target date: June.


Improve AI
Improve Gameplay Balance - General
Improve User Interface - General
Improve camera movement when different Clans are selected
Add ability to play specific map seeds
Add setup option to skip intro maps
Mood penalty countdown after punishing? (instead of being permanent)
Incentives and timing of migration
BALANCE: Lombards too hard to play at the very beginning
BALANCE: Caravan Prices generally (exploits and bugs will be fixed sooner)


v1.3

The fourth major patch, mainly focused on diplomacy, the late-game, AI, and modding. Target date: October.


Add New Diplomatic Options
Improve Diplomacy AI
Improve Late-game Strategy and Balance
Improve AI
Full Mod Support
Europe Map


Future?

Support for fan translations (if enough interest)

12
AtG - Bug Reports / Update Plan
« on: January 24, 2019, 01:41:05 PM »
The purpose of this thread is to keep everyone up-to-date regarding plans for future work to be done on AtG. In this top post I'll keep an updated copy of my project tasklist so you can see the exact agenda I'm working from.

Note that the plan below can and is likely to change but I'll make sure to always post here when it does. Also, there will certainly be smaller incremental updates (e.g. v1.2.1) to fix bugs or make important-but-small additions. The bigger updates will take time, so I ask for your patience. With a small team and a complex game there's a fair bit of testing that needs to go into each release, and simply programming as fast as I can and immediately uploading things is a recipe for adding more bugs than I fix.

Speaking of which, you can find a work-in-progress version of the game with the latest changes by switching to the 'unstable' branch in Steam.

Here's what's on the agenda:


v1.1

The second major patch, mainly focused on fixing serious gameplay issues and improving basic UI and UX. Target date: Early April.


Improve Options Screen (e.g. display options)
Add ability to change how often autosaves are created
Game Setup Options/Difficulty Levels
Improve Caravan Screen
Add Clan Management Screen
Improve AI
Display an Army's supply needs
Improve Resource Production/Consumption Info
User Interface Scaling
Add tooltip to supply boxes on the map
Improve Text Colors
Notification when civilian unit captured.
Notification when unit suffers supply damage.
Right-clicking when besieging should besiege instead of attack.
Allow disabling of all conversion of specific resources (e.g. Cattle)
Allow clans inside structures to be punished
EXPLOIT: Livestock-to-caravan-and-back
BUG: Purchasing food from the caravan gives too much (immediately converted into turns)
BUG: Changing screen resolution doesn't work
BUG: Approach showing up as 'ERROR' in Diplomacy Screen
BUG: Clans can start feuding the same turn someone shows up
BUG: Clean up handling of clans sent to train as Roman Legions
BUG: Mismatch between the stated and actual move cost of streams
BUG: Can continue clicking 'next page' past the end of save files list
BUG: Diggers can't forage from special iron sources
BUG: Woodsmen trait slows down Explorers in forests
BUG: Strange behavior after finishing tech tree

BUG: Clan Trait conflicts:
  • Loyal + Aggressive
  • Loyal + Peddler
  • Curious + Rustic
  • Strong + Surveyors
  • Woodsmen + Explorer


v1.2

The third major patch, mainly focused on gameplay balance, the user interface, and AI. Target date: June.


Improve AI
Improve Gameplay Balance - General
Improve User Interface - General
Improve camera movement when different Clans are selected
Add ability to play specific map seeds
Add setup option to skip intro maps
Mood penalty countdown after punishing? (instead of being permanent)
Incentives and timing of migration
BALANCE: Lombards too hard to play at the very beginning
BALANCE: Caravan Prices generally (exploits and bugs will be fixed sooner)


v1.3

The fourth major patch, mainly focused on diplomacy, the late-game, AI, and modding. Target date: October.


Add New Diplomatic Options
Improve Diplomacy AI
Improve Late-game Strategy and Balance
Improve AI
Full Mod Support
Europe Map


Future?

Support for fan translations (if enough interest)

13
Thanks, will look into this. Not sure where all of these bullet points are coming from!

- Jon

14
AtG - General Discussion / Weekly Update #6 Art & Sound
« on: January 20, 2019, 09:13:21 PM »
Welcome to the sixth and final pre-launch weekly AtG update! Every Sunday afternoon a new article has been posted, and each week has had its own theme. This past week our theme was the game's art and sound, and you can check out previous daily updates on Twitter and weekly updates on the AtG website.

As with last week this update will be a recap of the daily updates posted on Twitter so that I can focus on getting this bad boy out the door on Wednesday.



Update #1

We decided on a painted watercolor art style for At the Gates very early in the project, as it's an approach both suggestive of its historical subject matter and a bit unique compared with other strategy titles. When your game is 2D you really have to lean on style over fidelity.




Update #2

One of the first things I did after starting on At the Gates was bring the supremely-talented @geoffknorr on board to craft title theme song. I asked for something that felt a bit mournful and featured my favorite instrument, the cello. And he nailed it.

Oh, and pardon the old logo on the video. The project has come a long way, but the music sure didn't need to!

At the Gates Title Theme (YouTube)


Update #3

One of the visual elements of At the Gates I'm actually most proud of is the beaches. Shorelines almost always look bad in strategy games, as neither the 'puzzle pieces fitting together' nor the 'spline-based generated 3D' approaches look great (without a ton of extra work).

In AtG we do have fixed pieces which we attach to one another, but we also have a large number of special multi-tile pieces designed to provide a more realistic look than you can get with repeating tiles. It took some work, but the results were up to my high expectations!




Update #4

At the Gates doesn't have looping background music, and this is by design. Instead, we play short pieces of music after important events to help highlight these moments. It's a more cinematic approach, and means you won't actually want to turn the music off in AtG!


Update #5

Another way At the Gates makes the seasons something you truly *feel* is through the background ambience. Because there's no looping music that frees up audio space for the sound of the environment to really immerse you in what's going on. When it's winter in AtG you'll know it.



And that does it. There's nothing specific planned in terms of updates from here on out, but I'm sure I'll be on Twitter sharing lots of fun stuff between now and Wednesday, so feel free to hang out with me there in the final countdown to release day. A 7-year journey is finally almost complete!

- Jon

15
AtG - Bug Reports / Re: 0.9.9 Cannot train Horse Archers
« on: January 19, 2019, 05:32:58 PM »
Okay, thanks, will look into this.

- Jon

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